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svengineer99

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152 comments

  1. svengineer99
    svengineer99
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    Please PM me to trigger an email notification for any bug report, question, etc.

    Otherwise it could be days/weeks/months between my logging into Nexus to check my UPDATES.
  2. fusrodahme
    fusrodahme
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    hi anyone know if this interacts with tamriel rebuilt? ty
  3. Deiwos
    Deiwos
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    So uh, for some reason using this mod causes me to lose a few gold on random cell transitions. Like 1-4 gold when passing through doors or moving between cells in the world.
    1. Delomus
      Delomus
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      This! I spent a few hours banging my head against a wall trying to figure out why I was losing gold sporadically; narrowed it down to this mod

      I'd be mostly fine with it, if it didn't obliterate my ears every time gold left my inventory lmao

      mod is solid and functions as intended otherwise
    2. pi4t
      pi4t
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      I'm getting the same issue. I'll investigate whether it's a conflict with another of my mods, and post the result.

      Edit: I disabled all my other esp and esm mods, and it's still happening. It might be conflicting with another MWSE script, of course - they're more annoying to disable.
  4. jayhall0315
    jayhall0315
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    A note for many who notice that this mod slowly seems to stop working. .... I installed this mod into an already heavily modded Rebirth game and everything was working fine when I began a new character. As time went by, I noticed that fewer bad guys were following me through doors and thought that some other mod had perhaps corrupted Revisited's files. The reason is that my level had risen fairly rapidly. Remember readers that if your character is ten levels higher than the bad guys pursuing you, there is zero chance they will follow through a door (except for guards). Since the vast majority of Morrowind creatures and NPCs are below level 25, by the time you get to level 30, you will see almost no one pursuing you. If you get up to level 40 or 50, the only place in the stock game you will still see creatures following you is in Solstheim. ... It does not mean your mod is broken.
  5. deleted2905154
    deleted2905154
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    Great mod, sadly it doesn't cooperate well with heavily modded games. In my case, it frequently causes CTDs when exiting from interiors. Total anecdote here but I suspect it might have something to do with actors resetting on cell change
  6. Painlieeer
    Painlieeer
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    Is implementing a check for locked doors feasible friend? it would make it quite more interesting with Loading Doors Lock Tune
  7. PuddingFace1902
    PuddingFace1902
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    Hope OpenMW will get this mod someday.
    1. tauiin
      tauiin
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      https://www.nexusmods.com/morrowind/mods/50271
    2. PuddingFace1902
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      Thank you!
  8. crazytear123
    crazytear123
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    Seems to break the lightbased stealth system from morts Stealth Improved for some reason
  9. Gortag
    Gortag
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    Still the best Pursuit Enhanced mod!
  10. waterwaterfart
    waterwaterfart
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    Hi can you please allow the option to remove the whole temple/cult requirement on interventions? Otherwise amazing mod.
    1. svengineer99
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      Best I can offer without mucking with the scripting is to increase the number of "free" rides allocated to faction members:

      For new games edit the Data Files\MWSE\sve_pursuit_revisited.ini file from:
      [Intervention Rights/Credits at Rank 1:A, >1:B*(1+Rank/C) where A,B,C] = 2,1,1
      to
      [Intervention Rights/Credits at Rank 1:A, >1:B*(1+Rank/C) where A,B,C] = 999999,999999,1
      that should grant 999999 Almsivi/Divine "free" interventions on joining or or increasing faction rank in the Temple/Cult.

      For saved games that the faction has already been joined, open the console and enter:
      set sve_pursuit_teleport.free_rides_t to 999999
      and
      set sve_pursuit_teleport.free_rides_c to 999999

  11. Pherim
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    My game crashes when loading savegames in certain interior cells. When I disable this mod, they can be loaded normally again. Switching to the debug .esp (or back) also works, so it's not really persistent. I can play normally for a while, and at some point a savegame cannot be loaded any more. There are always different cells affected when this happens, but when it does, savegames made in those cells crash the game every time.

    There is nothing in the MWSE.log when this happens, with the debug .esp. At least nothing related to this mod, I checked with no other MWSE mods active.
    1. svengineer99
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      Hi Pherim,
      Thanks for trying the mod and sorry for the troubles. I've had sporadic such reports but it hasn't been clear to me if it's a bug in my scripting or just some interaction with the game engine that doesn't like moving npc's away from their expected locations. In either case, did you try running the bundled save game cleaning tool (located in the saves/ folder)? I expect that should clean up your saves, although it's a bit of a hassle. If not working for you, please let me know.
    2. Pherim
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      Yes, I have and it seemed to work for me. But I removed the mod from my game because of the hassle every time it breaks a savegame, sorry.